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 Coconut Island BETA 
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
*bows*
Brilliant. Brilliant. Brilliant. Brilliant. Brilliant. Brilliant. Brilliant. Brilliant. Brilliant. Brilliant. Brilliant. Brilliant....
*reinstalls*


Tue Jun 14, 2011 3:48 am
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
hold the applause until everything is perfect. :ton: But thank you!

After extensive testing with this latest update, there are definitely sims getting stuck. I have located a few locations,
- Mixologist in the water next to Stoney Port Dock (Stoney Dock area is getting a complete overhaul, can't wait to show you guys!)
- Sims living in Bungalow Pimple. Replop the stairs and it will be fixed (they were somehow burried into the ground)

I've seen mixologists hanging around these spots(Not sure if they are stuck but they don't do anything but stand around and sometimes don't show up to work. Haven't seen route fail bubbles)
- Stoney Island Inn(back part)
- Stoney Port Townhouse Apartment, they hang out in front next to the garden.

I'm over 100 sim days in and I've started getting lag, so I haven't found all the locations of stuck sims. Keep a look out! I've been occasionally using Awesomemod to delete homeless and townies/npc's, and it's removed the lag, so it's related to them, wherever they are getting stuck.

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Last edited by Profplumbob on Wed Jun 22, 2011 11:28 am, edited 1 time in total.



Tue Jun 14, 2011 8:03 am
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
Hey beach dwellers, it seems you guys have been frolicking in the waters! :laugh: I'm back in CAW, and I'm considering redoing the flora around the world. How is the lag in your game and do you think it could be related to too much flora? I personally don't get any lag(outside of the routing issues that pop up), but are you guys experiencing the world sometimes chugging that isn't related to routing? I've noticed that there's an abundance of flora that really isn't needed from when I sometimes went a little overboard with it. Should I redo it while still keeping the integrity that you see now, or should I leave it considering we can now edit the flora with Edit Town?

Don't be shy :gig: a lot of people have downloaded the latest update! Remember to let me know anything(even if it's the simplest thing or just a request!), it will keep me from having multiple "final" releases, kind of like Cher's "Final Farewell tour" :laugh:

For an update on Coconut Island, I'm still waiting for EA to fix CAW. I can't use EIG, so I'm limited to only what I can do in CAW until EA fixes the EIG problem or I make 3.0 require Generations...and I really don't want to do that.

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Wed Jun 22, 2011 10:17 am
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
Well, the only lag I get is from Fog Emitters. I had that issue slow down the game considerably in two places: at an apartment bungalow (I forgot its name, it was the one with many floors somewhere in the duney-sandy middle of the island) and in the hidden [bed]room under Ladybug Landing. But once I deleted the fog emitters, everything was ok. I never had a problem with the flora.

I do have one issue that isn't directly related to Coconut Island, I think. Once I got Generation, I wanted to ship off the kids to boarding school, but I couldn't. It said a car was going to pick them up, but the car never appeared due to the lack of streets. And they just stayed home and continued as before. So, I was wondering, is there a way to get past this issue? Did anyone else play it and managed to use the boarding school?

If not, I was wondering if there is a possibility to put a short street somewhere - anywhere - on the map, just so the car appears then goes poof with the kids? :sad:


Wed Jun 22, 2011 4:13 pm
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
I think I'm going to get WA, and like, now.

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Wed Jun 22, 2011 5:32 pm
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
Roshky, that's a huge bummer about boarding school. I'd put an invisi road somewhere on the island, but you'd have to have a road in front of or near all the lots in order for it to work for everyone, they won't show up if the road is too far anyway. That's disappointing. :no:

I'll look at the fog spawners, I don't particularly like them myself. The Keep is cool, but it's overboard(and had to be to get the red glow), same with pretty much all the other lots they're on. I'll probably remove many of them.

Baby sitters, maids, repomen, child services, adoption, have all showed up so far. Even though I've seen police walk around a few times, they haven't shown up when burglars come, even with an alarm. The same with fire - a no show. I haven't had any problems with ending fires as long as I had a sim around. If the fire spreads to two+ tiles, I hope you have other sims around to help! Think of it as extra gameplay :laugh: < and that is why I'll never be approved for ModTheSims2 :ton:

Swat, you're never going to get it. :cheerup:

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Thu Jun 23, 2011 8:30 am
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
Profplumbob wrote:
Even though I've seen police walk around a few times, they haven't shown up when burglars come, even with an alarm. The same with fire - a no show.


No, that can't be. I've had the police come when there was a burglar (alarm-triggered), and when my sim accidentally called one (mis-clicked the services menu). Also, I did have a fire. I put it out once by my(sim)self, not knowing how the firefighter will get there, with the lack of streets. But a minute or two after it started, a second after I put it out, the firefighter appeared. It didn't fine me, it said something about being more careful, but the message implied it did register there was a fire, thus sending the firefighter. Could it be because I'm playing with some of Twallan's mods (StoryProgression)?

Profplumbob wrote:
I'd put an invisi road somewhere on the island, but you'd have to have a road in front of or near all the lots in order for it to work for everyone, they won't show up if the road is too far anyway.


I was thinking about little portions of invisible streets next to each of the main islands, but now that you say they have to be close... bummer. I remember that I was playing a house in another neighborhood, but this one wasn't located next to a street. It was on a higher hill, and there was a path from it going to a street. While the sim had to walk for a while to the street, stuff like carpools or taxis or schoolbuses still appeared. That's why I just thought the sim would go to the nearest street, no matter how far it was.

You couldn't whip out a mod that makes the kids go away by themselves, without waiting for a car, no? ( :shy: Sorry if it was too much to ask, but I thought that asking couldn't hurt, because I really wanna get rid of the kids).


Thu Jun 23, 2011 9:20 am
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
I'll give it a test and put an invisi street somewhere on the island and see what happens. I'll stick it on a beach somewhere. I'm wary that the game will start over producing vehicles and if you don't have a mod to clean it, it will possibly cause more problems than I'd like to make.

I wouldn't know where to begin to make a mod for that. Sounds too complicated for my level of understanding. :ton:

With regards to Police and Fire, in my countless play testing, I haven't had either show up in emergencies. It could be related to what mods we are and aren't using.

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Thu Jun 23, 2011 9:30 am
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
Profplumbob wrote:
It could be related to what mods we are and aren't using.


The only mods I use are: NRaas_Decensor, NRaas_StoryProgression, NRaas_StoryProgressionExpanded, NRaas_StoryProgressionExtra, NRaas_WrittenWord (adds sim written books to the bookstore listings). That, and some CC objects, clothes etc. I also use most of Jynx's rabbithole rugs (I've added almost every rabbithole possible).

If there is anyone else that uses these things and has had burglar/cop/firefighter situations, maybe they could mention if the NPCs appeared?


Thu Jun 23, 2011 9:50 am
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
What's also weird, is I see policemen in my world, living in the apartment buildings and sometimes wondering around. I use Awesomemod's story progression. I'll have to play mod-free, speed up the game and wait. Maybe using the police station rug is what's getting them to show up, rather than a road.

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Thu Jun 23, 2011 10:15 am
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
I think the kids not going to boarding school might be an EA glitch. I tried to send them while playing Sunset Valley but when the time came for them to go, they just ended up having a day off and going to the regular school instead the next day. Ok, scratch that. I did finally manage to send them off to boarding school but it was in a user created world called Sandpoint. I don't know why I had trouble in Sunset Valley...

I don't have any problems with lag playing this world. But that may be because I don't use Awesome Mod or Twallan's Story Progression. When I was playing this world, I didn't even use story progression from EA either. I got tired of my sims that I placed in the world being killed off by drowning, electrocution or fire. The last straw was when it happened to a child I placed in the world. I know it happens in real life but hey...this is the sims and in my world, I don't want any deaths except of old age.

Anyways, the Mods I use are Twallan's Debugenabler, ErrorTrap, Mastercontrol, Overwatch, Register, Relationship panel and Relativity. The others I use are fasterelevator, buzzmoodfix, celebrity mod and bar opening. The rest are clothes, hair or makeup for the sims.

Oh, and as for the police and fireman showing up, yep they do show up but most of the time it's too late. :laugh: By the time they get to my sim's house, the burgular got away or the fire was put out by my sim. When I had iggy's mod NPCusesubway, they would be there on time. But since taking it out of my mods folder, they're just not able to make it on time. :gig:


Fri Jun 24, 2011 12:40 am
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
using the subway rug, it looks much nicer!
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Fri Jul 08, 2011 11:37 pm
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
Indeed!!! But yeah, I'm deffinately using rugs and doors in my hood. They make it a ton better.

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Sun Jul 10, 2011 9:44 pm
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
Love this island! :nod:


Wed Aug 03, 2011 3:24 pm
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
Hey guys, checking in :happy:

Rousseau has updated the NPCsUseSubways mod for 1.24 and is now linked up on the front page. Thanks Rousseau! :gift:

The adventure portion of the island is about 60% finished. I haven't worked on it in a while, took a break after being exhausted from tomb building and redoing all the flora. Fun stuff!

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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
*chirp* *chirp* :gig:

Twallan is working on allowing us to visit any neighborhood as a vacation destination(without overwriting the originals). Anyone want to try it out with Coconut Island? It's still in the early stages, so use freshly installed neighborhoods!

http://www.the-isz.com/nraas/index.php? ... 11-sep-07/

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Fri Sep 09, 2011 1:48 am
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
That's it. As soon as I break in Generations I'm getting World Adventures for your world.... and then pets... oh god, this is bad.

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Fri Sep 09, 2011 2:43 am
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
Liar! :yeah:

Sweeeeeeeeeeeeeet!
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:happy:

Works great! Needs a basecamp. I'm deciding between the Dragonfly Inn(Coconut Village) and Stoney Port Inn. I don't want to make it the campground on Barbary, those elitist islanders would never want tourists living so close!

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Fri Sep 09, 2011 3:55 am
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
YES YES YES YES YES!!!! I've been wanting something like this for ages! (Well, at least since Coconut Island appeared, lulz).

I'm going to try this as soon as I finish some projects I have. Any chance you'll have the world up with a basecamp by the end of the weekend? :D


Fri Sep 09, 2011 6:28 am
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
You can test it out with what you have right now(it loads up a new save). Since there isn't a basecamp ready yet(you can go into Edit Town to establish one), it will move your sim into the cheapest available lot, which funny enough is the Stoney Port Inn. :happy: It also seems to populate the world with locals! Give story progression a few sim days to get situated.

You can also go into Edit Town to establish which residential lots are NPC homes and which ones can be ownable.

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Fri Sep 09, 2011 6:37 am
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